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New Lifeforms
These aliens use the same statistics as found in the Farscape core rulebook. A description of what each statistic infers can be found on page 287 of that manual.

Name: Urgan Shade
Size: Medium
Hit Dice: 6d10+24 (57)
Initiative: +3
Speed: 12m
AC: 19 (+6 natural, +3 Dex)
Attacks: 2 Claws +8/+8
Damage: Claws 1d10
Face/Reach: 2m x 2m / 1m
Special Attacks: Damage Resistance 5, Phase, Light Allergy
Saves: Fort +2, Ref +5, Will +2
Abilities: Str 10, Dex 16, Con 14, Int 10, Wis 12, Cha 5
Skills:
Hide +12, Spot +6, Listen +6, Search +4,
Feats: Blindfighting, Dodge, Combat Reflexes
Challenge Rating: 7

Named after creatures from Banik mythology, the Urgan Shades are only rarely reported in deep space wrecks, but a few recent sightings occurred in the darker regions of planets. The Urgan Shades are not well understood, and what has been learned about them is gleaned from rumors and second hand reports. It is known that the Urgan Shades are common to the regions of deep space where there are few sources of light. One thing that is known for sure is that the Urgan Shades have a great hatred of living things.

Almost all encounters with the Urgan Shades have been on disabled ships in deep space. Most of the stories of these attacks are only known from of crew logs left behind because no one has survived an attack by Urgan Shades. What the reports reveal is that the Urgan Shades board the ship by passing through the hull shortly after it becomes disabled. The Urgan Shades then methodically hunt down all the crewmembers on the ship, but no corpses have ever been found on the ships after these attacks. It is not known what happened to these bodies, but legend holds that they are used to create more Urgan Shades.

The attacks by Urgan Shades have become more common over the last few cycles, but more alarmingly, reports of encounters with Urgan Shades have come from some planets. It is suspected the Urgan Shades somehow got onto a ship traveling through deep space and hid until the ship reached its destination. The Urgan Shade attacks on planets all occur at night, furthering the idea that the Urgan Shades do not like light.

Phase: Urgan Shades can pass through non-living matter at a rate of 1m per round. This allows them to ignore non-living armor. They cannot phase through bio-mechanoid matter.

Light Allergy: Urgan Shades take damage when exposed to any light stronger than a flashlight. When exposed to standard illumination on spacecraft they take 1d6 wounds per round of exposure. When exposed to sunlight they take 1d8 wounds per round of exposure.

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Name: Vantian Ooze
Size:
Small (2–5 liters)
Hit Dice:
4d8 + 36
Initiative:
–5 (Dex)
Speed:
10
AC:
6 (+1 size, –5 Dex)
Attacks:
Slam +1 melee
Damage:
Slam 1d4 + 4 and 3d6 acid
Face/Reach:
2m x 2m / 2m
Special Attacks:
Corrosion
Special Qualities:
Blindsight, ooze, immune to poisons and acids; damage reduction 15; healing
Saves:
Fortitude +5, Reflex –4, Will -4
Abilities:
Str 10, Dex 1, Con 19, Int —, Wis 1, Cha 1
Challenge Rating:
2

The Vantian ooze is an unusual protoplasmic creature from Vantia. The creature has no real intelligence or central nervous system, reacting entirely on instinct. Its method of hunting is direct and simple: it reacts to movement and scents, and follows them. When it catches a target, it slams itself into its prey and begins digestion. It is highly acidic, and can digest all organic materials; it can also corrode most metallic substances easily, but gets no nutrition from them. While they can feed on plant material, they do not actively hunt it unless the prey is mobile.

When the ooze has fed, however, its acidic content reduces significantly. Instead, it transforms into a pale blue color and it releases a different, soothing chemical. This substance helps soothe burns and heal cuts rapidly, and many physicians find the ooze an invaluable healing aid. Once it has fed, it remains content and sedate for about a solar day. Then, over the course of an arn, the creature changes color from blue to purple, then to red. Once it returns fully to red, it will begin to hunt once more.

If the ooze finds a target larger than itself, it will spread over the target as best it can, slowly digesting the entire beast. During this process, the creature will grow in size, absorbing nutrients from its prey to feed its growth. Once it reaches a sufficient size, it will divide in half, reproducing itself. Most humanoid prey is sufficient to cause the creature to reproduce and split. Physicians normally keep the creature fed on small animals and vermin, preventing it from reproducing.

Healing: After the ooze has fed, it will transform from red to blue, and it will emit a soothing, healing chemical. Those who immerse their injuries in the ooze will find that it heals them rapidly. 1d6 hit points are healed for every arn spent in the ooze. It will also help fight off diseases and toxins, granting a new Fortitude save with +5 bonus to save. The target must let the ooze rest on an openly bleeding wound for one arn to grant this bonus.

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